The Anime Machine

The Anime Machine PDF Author: Thomas LaMarre
Publisher: U of Minnesota Press
ISBN: 081665154X
Category : Performing Arts
Languages : en
Pages : 426

Book Description
Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the 'animetic machine' encourages a specific approach to thinking about technology.

The Anime Machine

The Anime Machine PDF Author: Thomas Lamarre
Publisher: U of Minnesota Press
ISBN: 145291477X
Category : Performing Arts
Languages : en
Pages : 713

Book Description
Despite the longevity of animation and its significance within the history of cinema, film theorists have focused on live-action motion pictures and largely ignored hand-drawn and computer-generated movies. Thomas Lamarre contends that the history, techniques, and complex visual language of animation, particularly Japanese animation, demands serious and sustained engagement, and in The Anime Machine he lays the foundation for a new critical theory for reading Japanese animation, showing how anime fundamentally differs from other visual media. The Anime Machine defines the visual characteristics of anime and the meanings generated by those specifically “animetic” effects—the multiplanar image, the distributive field of vision, exploded projection, modulation, and other techniques of character animation—through close analysis of major films and television series, studios, animators, and directors, as well as Japanese theories of animation. Lamarre first addresses the technology of anime: the cells on which the images are drawn, the animation stand at which the animator works, the layers of drawings in a frame, the techniques of drawing and blurring lines, how characters are made to move. He then examines foundational works of anime, including the films and television series of Miyazaki Hayao and Anno Hideaki, the multimedia art of Murakami Takashi, and CLAMP’s manga and anime adaptations, to illuminate the profound connections between animators, characters, spectators, and technology. Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the “animetic machine” encourages a specific approach to thinking about technology and opens new ways for understanding our place in the technologized world around us.

The Anime Ecology

The Anime Ecology PDF Author: Thomas Lamarre
Publisher: U of Minnesota Press
ISBN: 1452956944
Category : Performing Arts
Languages : en
Pages : 568

Book Description
A major work destined to change how scholars and students look at television and animation With the release of author Thomas Lamarre’s field-defining study The Anime Machine, critics established Lamarre as a leading voice in the field of Japanese animation. He now returns with The Anime Ecology, broadening his insights to give a complete account of anime’s relationship to television while placing it within important historical and global frameworks. Lamarre takes advantage of the overlaps between television, anime, and new media—from console games and video to iOS games and streaming—to show how animation helps us think through television in the contemporary moment. He offers remarkable close readings of individual anime while demonstrating how infrastructures and platforms have transformed anime into emergent media (such as social media and transmedia) and launched it worldwide. Thoughtful, thorough illustrations plus exhaustive research and an impressive scope make The Anime Ecology at once an essential reference book, a valuable resource for scholars, and a foundational textbook for students.

The Art of The Mitchells vs. The Machines

The Art of The Mitchells vs. The Machines PDF Author: Ramin Zahed
Publisher: Abrams
ISBN: 1647001889
Category : Art
Languages : en
Pages : 224

Book Description
COVER NOT FINAL The official behind-the-scenes art book for Sony Pictures Animation’s feature film The Mitchells vs. The Machines The Mitchells vs. The Machines is a comedy about an everyday family's struggle to relate while technology rises up around the world! When Katie Mitchell, a creative outsider, is accepted into the film school of her dreams, her plans to meet “her people” at college are upended when her nature-loving dad Rick determines the whole family should drive Katie to school together and bond as a family one last time. Katie and Rick are joined by the rest of the family, including Katie’s wildly positive mom Linda, her quirky little brother Aaron, and the family’s delightfully chubby pug Monchi for the ultimate family road trip. Suddenly, the Mitchells’ plans are interrupted by a tech uprising: All around the world, the electronic devices people love—from phones to appliances to an innovative new line of personal robots—decide it’s time to take over. With the help of two friendly malfunctioning robots, the Mitchells will have to get past their problems and work together to save each other and the world! The Art of The Mitchells vs. The Machines gives insight into how the filmmakers were able to bring this fresh, new vision to the screen through concept art, sketches, and early character designs, accompanied by exclusive commentary from director/co-writer Michael Rianda and co-director/co-writer Jeff Rowe, alumni of the team behind Emmy Award–winning Gravity Falls, and producers Phil Lord and Christopher Miller, the innovative and creative minds behind The Lego Movie and the Academy Award–winning Spider-Man: Into the Spider-Verse.

Manga Cultures and the Female Gaze

Manga Cultures and the Female Gaze PDF Author: Kathryn Hemmann
Publisher: Springer Nature
ISBN: 3030180956
Category : Social Science
Languages : en
Pages : 177

Book Description
The female gaze is used by writers and readers to examine narratives from a perspective that sees women as subjects instead of objects, and the application of a female gaze to male-dominated discourses can open new avenues of interpretation. This book explores how female manga artists have encouraged the female gaze within their work and how female readers have challenged the male gaze pervasive in many forms of popular media. Each of the chapters offers a close reading of influential manga and fancomics to illustrate the female gaze as a mode of resistant reading and creative empowerment. By employing a female gaze, professional and amateur creators are able to shape and interpret texts in a manner that emphasizes the role of female characters while challenging and reconfiguring gendered themes and issues.

Japanese Cinema Between Frames

Japanese Cinema Between Frames PDF Author: Laura Lee
Publisher: Springer
ISBN: 3319663739
Category : Performing Arts
Languages : en
Pages : 183

Book Description
This book explores the rich complexity of Japan’s film history by tracing how cinema has been continually reshaped through its dynamic engagement within a shifting media ecology. Focusing on techniques that draw attention to the interval between frames on the filmstrip, something that is generally obscured in narrative film, Lee uncovers a chief mechanism by which, from its earliest period, the medium has capitalized on its materiality to instantiate its contemporaneity. In doing so, cinema has bound itself tightly with adjacent visual forms such as anime and manga to redefine itself across its history of interaction with new media, including television, video, and digital formats. Japanese Cinema Between Frames is a bold examination of Japanese film aesthetics that reframes the nation’s cinema history, illuminating processes that have both contributed to the unique texture of Japanese films and yoked the nation’s cinema to the global sphere of film history.

Shōjo Across Media

Shōjo Across Media PDF Author: Jaqueline Berndt
Publisher: Springer
ISBN: 3030014851
Category : Social Science
Languages : en
Pages : 401

Book Description
Since the 2000s, the Japanese word shōjo has gained global currency, accompanying the transcultural spread of other popular Japanese media such as manga and anime. The term refers to both a character type specifically, as well as commercial genres marketed to female audiences more generally. Through its diverse chapters this edited collection introduces the two main currents of shōjo research: on the one hand, historical investigations of Japan’s modern girl culture and its representations, informed by Japanese-studies and gender-studies concerns; on the other hand, explorations of the transcultural performativity of shōjo as a crafted concept and affect-prone code, shaped by media studies, genre theory, and fan-culture research. While acknowledging that shōjo has mediated multiple discourses throughout the twentieth century—discourses on Japan and its modernity, consumption and consumerism, non-hegemonic gender, and also technology—this volume shifts the focus to shōjo mediations, stretching from media by and for actual girls, to shōjo as media. As a result, the Japan-derived concept, while still situated, begins to offer possibilities for broader conceptualizations of girlness within the contemporary global digital mediascape.

The Flesh of Animation

The Flesh of Animation PDF Author: Sandra Annett
Publisher: U of Minnesota Press
ISBN: 1452971161
Category : Performing Arts
Languages : en
Pages : 243

Book Description
How animation can reconnect us with bodily experiences Film and media studies scholarship has often argued that digital cinema and CGI provoke a sense of disembodiment in viewers; they are seen as merely fantastic or unreal. In her in-depth exploration of the phenomenology of animation, Sandra Annett offers a new perspective: that animated films and digital media in fact evoke vivid embodied sensations in viewers and connect them with the lifeworld of experience. Starting with the emergence of digital technologies in filmmaking in the 1980s, Annett argues that contemporary digital media is indebted to the longer history of animation. She looks at a wide range of animation—from Disney films to anime, electro swing music videos to Vocaloids—to explore how animation, through its material forms and visual styles, can evoke bodily sensations of touch, weight, and orientation in space. Each chapter discusses well-known forms of animation from the United States, France, Japan, South Korea, and China, examining how they provoke different sensations in viewers, such as floating and falling in Howl’s Moving Castle and My Beautiful Girl Mari, and how the body is mediated in films that combine animation and live action, as seen in Who Framed Roger Rabbit and Song of the South. These films set the stage for an exploration of how animation and embodiment manifest in contemporary global media, from CGI and motion capture in Disney’s “live action remakes” to new media installations by artists like Lu Yang. Leveraging an array of case studies through a new approach to film phenomenology, The Flesh of Animation offers an enlightening discussion of why animation provides a sensational experience for viewers not replicable through other media forms.

An Anthropology of the Machine

An Anthropology of the Machine PDF Author: Michael Fisch
Publisher: University of Chicago Press
ISBN: 022655869X
Category : Transportation
Languages : en
Pages : 315

Book Description
“An astute account of [Tokyo’s] commuter train network . . . and an intellectually stimulating invitation to rethink the interaction between humans and machines.” —Japan Forum With its infamously packed cars and disciplined commuters, Tokyo’s commuter train network is one of the most complex technical infrastructures on Earth. In An Anthropology of the Machine, Michael Fisch provides a nuanced perspective on how Tokyo’s commuter train network embodies the lived realities of technology in our modern world. Drawing on his fine-grained knowledge of transportation, work, and everyday life in Tokyo, Fisch shows how fitting into a system that operates on the extreme edge of sustainability can take a physical and emotional toll on a community while also creating a collective way of life—one with unique limitations and possibilities. An Anthropology of the Machine is a creative ethnographic study of the culture, history, and experience of commuting in Tokyo. At the same time, it is a theoretically ambitious attempt to think through our very relationship with technology and our possible ecological futures. Fisch provides an unblinking glimpse into what it might be like to inhabit a future in which more and more of our infrastructure—and the planet itself—will have to operate beyond capacity to accommodate our ever-growing population. “Not a ‘rage against the machine’ but an urge to find new ways of coexisting with technology.” —Contemporary Japan “An extraordinary study.” —Ethnos “A fascinating in-depth account of the innovations, inventions, sacrifices, and creativity required to ensure Tokyo’s millions of commuters keep rolling. It also provides much food for thought as our transportation systems become increasingly reliant on automated technology.” —Pacific Affairs

Anime's Knowledge Cultures

Anime's Knowledge Cultures PDF Author: Jinying Li
Publisher: U of Minnesota Press
ISBN: 1452970580
Category : Performing Arts
Languages : en
Pages : 302

Book Description
Unlocking the technosocial implications of global geek cultures Why has anime, a “low-tech” medium from last century, suddenly become the cultural “new cool” in the information age? Through the lens of anime and its transnational fandom, Jinying Li explores the meanings and logics of “geekdom” as one of the most significant sociocultural groups of our time. In Anime’s Knowledge Cultures, Li shifts the center of global geography in knowledge culture from the computer boys in Silicon Valley to the anime fandom in East Asia. Drawing from film studies, animation studies, media theories, fan studies, and area studies, she provides broad cultural and theoretical explanations of anime’s appeal to a new body of tech-savvy knowledge workers and consumers commonly known as geeks, otaku, or zhai. Examining the forms, techniques, and aesthetics of anime, as well as the organization, practices, and sensibilities of its fandom, Anime’s Knowledge Cultures is at once a theorization of anime as a media environment as well as a historical and cultural study of transnational geekdom as a knowledge culture. Li analyzes anime culture beyond the national and subcultural frameworks of Japan or Japanese otaku, instead theorizing anime’s transnational, transmedial network as the epitome of the postindustrial knowledge culture of global geekdom. By interrogating the connection between the anime boom and global geekdom, Li reshapes how we understand the meanings and significance of anime culture in relation to changing social and technological environments.
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